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Post by linedpaperguy on Feb 7, 2015 21:33:47 GMT 1
Heres a suggestion. Add a new logic called Glass/Invisible Wall. When you place it, it creates a transparent flat plane that can be extended by dragging corners (similar to moving platforms). You can also go into it's settings to change it from vertical or horizontal, set transparency level, and color (if it's not completely transparent). Currently this is only possible with invisible pressure plates (which lag a lot, especially if you're making a wall) and object enablers (you could only have one color though, blue). I think this update would help creators A LOT! and it would make for some interesting games...
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Post by ᅚᅚ ᅚᅚᅚᅚᅚᅚ ᅚᅚᅚᅚᅚᅚ on Feb 7, 2015 21:47:01 GMT 1
It would be even more helpful if we could edit the model instead of it being a big transparent wall. We want to get creative and make more advanced stuff, like glass domes.
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Post by linedpaperguy on Feb 7, 2015 22:02:12 GMT 1
It would be even more helpful if we could edit the model instead of it being a big transparent wall. We want to get creative and make more advanced stuff, like glass domes. Yeah that would be pretty cool.
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Post by Deleted on Feb 7, 2015 23:52:00 GMT 1
I would much rather a customizable glass material... This would allow for more advanced building than a glass wall logic cube.
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Post by Jatsu on Feb 8, 2015 1:46:42 GMT 1
I would much rather a customizable glass material... This would allow for more advanced building than a glass wall logic cube. This. It's better if it was a material because then in can be used more flexibly. There were suggestions on implementation before, like being a checkerboard block in edit mode but invisible in play mode.
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Post by linedpaperguy on Feb 8, 2015 20:43:05 GMT 1
Good ideas. If they did that, it would probably be similar to destructible material, you cant use it in models, and maybe different types for colors of opacity?
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Post by Deleted on Feb 8, 2015 23:57:20 GMT 1
You can't make a stain glass window with one color of glass... You can't make invisible walls out of glass either. Multiple colors of glass, invisible materials, and glasses with different opacity would fill up nearly an entire page of a user's inventory. A materials editor would fix all of this, allowing for the user to decide exactly what he/she wants, and it would add a new source of revenue for the developers.
EDIT: The ban of glasses in blue-screen edit mode would take away one of the most important parts of transparent materials; it would take away creativity. You can't make stained glass windows out of terrain blocks, now can you?
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Post by Daniel Everland on Feb 10, 2015 0:06:36 GMT 1
I'm afraid creating transparent materials is a lot harder than merely, well, creating the material the way we usually do. The thing is that in order to optimize KoGaMa, we only render faces of a cube that touch air. If a face is completely covered, it will not get rendered. This means that if we were to add a material with any kind of transparency, you would suddenly be able to look through terrain. This means that in order to create glass we'd have to rewrite said function so that it takes materials into account, and as you can imagine that's a whole lot of work for transparent materials. At the moment there's simply not enough resources to do this, although we are aware of the high number of requests. It'll get here as soon as possible, but for now it's not doable.
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Post by linedpaperguy on Feb 10, 2015 1:11:04 GMT 1
Ok it's fine, but that's kind of why I suggested having it be logic instead because it might be a little easier?
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Post by Daniel Everland on Feb 10, 2015 1:27:41 GMT 1
Ok it's fine, but that's kind of why I suggested having it be logic instead because it might be a little easier? Yeah, but I think it's the wrong call. No offense. It really just should be a material. We'd rather wait and do it properly, than rush it and do it improperly
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Post by Jatsu on Feb 10, 2015 13:31:30 GMT 1
After reading your explanation, there's another alternative solution that could work using model enablers. Include an option in its settings to also enable collision. Players can then use models to create barriers, glass, etc. which would be more flexible and efficient than using only hidden pressure pads. Model enablers would circumvent the rendering/optimization problem because models themselves are already discrete objects that inherit from existing "solid" materials. Therefore no extra exceptions needed. The model outline would serve as a visible identifier to the player as a collision box.
Is it the best solution? No. A dedicated material would give higher flexibility, especially for terrain blocks. However, a change to model enablers would be quick to implement given limited resources - toggling the existing function and adding UI for user selection.
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Post by Deleted on Feb 10, 2015 23:38:13 GMT 1
Is it the best solution? No. A dedicated material would give higher flexibility, especially for terrain blocks. However, a change to model enablers would be quick to implement given limited resources - toggling the existing function and adding UI for user selection. That sounds reasonable compromise. If a collision option was added, it would allow for invisible walls and glass... It would be a good feature to have, even after a true transparent material is implemented.
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